AoeStats
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Pilgrims

510212794Analyzed
4v4 RM · 3d ago on Sep 30, 2026· 8m 49s· 8 players
Game mode
Random Map
Map size
Large (8 player)
Population
200
Speed
Normal
Resources
Standard
Victory
Conquest
Starting age
Dark Age
Ending age
Imperial Age
RankedLock teamsTeams togetherTeam positionsShared explorationLock speedFull tech treeHidden civsTurbo modeCheats
Victory
Defeat
🇺🇸 Spanish · United States
1151
+15
🇺🇸 Turks · United States
1144
+15
🇺🇸 Tatars · United States
1130
+15
🇺🇸 Goths · United States
944
+23
🇺🇸 Japanese · United States
1130
-18
🇺🇸 Vietnamese · United States
1119
-17
🇲🇽 Burmese · Mexico
1107
-17
🇦🇷 Maya · Argentina
1099
-16
Player eAPM Actions Feudal Castle Imperial Opening
33 291 — — — ⛏ Fish Boom
28 247 — — — ⛏ Fish Boom
23 204 — — — ⛏ Fish Boom
22 195 — — — ⛏ Fish Boom
20 174 — — — ⛏ Fish Boom
14 123 — — —
8 67 — — —
6 56 7:47 — —

Resources

Player Food Wood Gold Stone Spent Collected
1,200 1,425 50 100 2,775 2,199
1,300 978 50 105 2,433 1,982
700 1,385 50 100 2,235 1,975
600 900 0 100 1,600 1,667
650 525 50 100 1,325 916
300 825 50 100 1,275 1,323
500 375 0 100 975 1,203
0 550 0 100 650 510
eAPM counts every action except AI orders — the automated orders the game issues on a player's behalf, which would otherwise inflate the number. Age times are when the player reached the age (hover for the click that started it). Openings are inferred from early production and building placement, and are omitted when unclear. The four resource columns are what a player spent — units and buildings ordered plus technologies researched, at standard costs; technologies a civ gets for free cost nothing, other civ discounts are not modelled. Collected adds what was still banked at the end, like the game's own statistics screen: a recording tracks the stockpile as one number rather than four, so it is a total only, and market trades shift resources without gathering any.
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